This is my most ambitious project yet. I've been melding this game into shape over the last month, and I still haven't done everything I could.
The world was shocked. It was the year 2073, and they came out of nowhere, hiding behind the trail of a meteorite. Large, spherical ships came in by the dozens and landed in Dubai, the hub of human technology and innovation. It was a massacre. Strange, gray aliens fired blue balls of energy, while larger ones simply ripped humans apart. The local police force couldn't even put up a fight. Within an hour, it was all over, the city of Dubai in ruins, and then they left.
Within the first months the UN swelled, almost every nation joined in order protect themselves from the alien menace. After much debate, the collective UN decided to revive the X-Com project.
X-Com, Extraterrestrial Combat Squad, was a program designed during the 1960s during the height of the cold war. Rumors and false truths spread like wildfire, and a selective part of the U.S. government thought the Soviets had made contact with aliens. They made X-Com, which resided in Area 51, to combat this threat. Though cancelled 10 years later, the training manuals, base design, tactics, everything was still on file for the UN to use. They revived the X-Com Project.
The Liberation project was started to assist X-Com. Teams scoured the Earth, looking for the best Earth had to offer. Weapons, technology, researchers, soldiers. The elite were found and put under one flag, X-Com. Their duty, to protect Earth at any means necessary.
Three years after Dubai, reports of alien activity have started anew.
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RP/On-base Thread))
I will be taking five soldiers for the first mission. Soldiers will rotate akin to Einsteinian Roulette, IE people on a 'wait list' will go in on Mission 2, and then old soldiers can go on Mission 3, and etc. Equipment can be bought before or after briefing.
Name:
Stats:
Skills:
Bio:
(1) – You completely miss and have a potential for friendly fire
(2) – You completely miss
(3) - You miss but could hit an enemy close by
(4+) The shot makes direct contact with the enemy
You start off with five stat points. Having no points in a stat brings an automatic -1 to rolls involving it. Every two points in a stat gets a 1/3 chance for a +1. You gain two stat points per successful mission.
Strength: How much 'pow' you can put behind a punch. Used when doors need to be smashed, alien heads squished, and the like. Also required to wield some of the heavier weapons and armor.
Dexterity: Used for tiptoeing, scaling objects, squishing alien heads delicately, tossing grenades, and the like. Required for melee weapons and most alien technology.
Endurance: Can you take a punch and still stand? Used for resisting the temporary effects of bleeding out, losing an arm, your chest cavity melted, and so forth.
Intelligence: Used for anything that requires...intelligence. Is also required for psionics and most alien weapons.
Willpower: Resisting the effects of psionics or anything that might try to mess with your brain.
You start with three skill points. Having no points in a skill gives an automatic -1 to using that skill. Every two points in a skill provides a 1/3 chance for a +1. You get two skill points per successful mission.
Rifle Skill: Assault Rifles, Plasma Rifles, Laser Rifles. If it's a rifle, then you'll need rifle skill. Good for medium range combat.
Side Arm Skill: Pistols, Plasma Pistols, machine pistols, knifes. Good for short range and emergencies.
Close Quarters Skill: Shotgun, Flamethrowers, large melee weapons. Excellent at short range.
Heavy Weapons Skill: Grenade Launchers, Rocket Launchers, Machine Guns. Good for...blowing stuff up or providing suppressing fire. Also used for heavy explosives.
Sniper Skill: Sniper Rifles, Laser Sniper Rifles, ect. Good at long range.
Auxiliary Skill: Driving a tank around, poking at alien systems, hacking, so on. Also used for operating the medikit.
You start with five credits. The number in the parenthesis is the cost. A snap shot uses 1 ammo, 3 round burst uses 3, Full Auto uses 8 (25 in a machine gun), and an aimed shot uses 1. All weapons are bought already loaded. If unstated, it's at +0 at that range.
Refunds are half price. In case of a fraction, round down.
Rifles:
(4) X-10 Assault Rifle
- +1 at Medium, -1 at long range. Can fire in all ways. 25 ammo and 1 credit per clip.
The X-10 Assault Rifle was developed in India as a cheap but effective solution to arming their massive armies. It can fire in single, triples, or full auto modes and holds a clip of 25. It's small and sleek design is perfect for Urban Combat.
Pistols:
(2) Desert Fox
- +1 at short, -1 at medium, -2 at long range. Aimed and snap shot. 12 ammo and 1 credit per clip.
The Desert Fox was developed among the syndicate gangs that stole oil in the Middle East. It was quickly re-purposed to X-Com use due to it's low recoil, flash, profile, and high damage potential.
(3) Demon Machine Pistol
- +1 at short, -2 at medium, no long range. Can fire in all ways. 20 ammo and 1 credit per clip.
The Demon, named by its victims, is a machine pistol developed by drug cartels in Colombia. It's full auto fire mode has turned many innocents into a bloody mess.
Melee Weapons:
(1) Combat Knife
- Guaranteed Success at Shortest Range. Requires 1 dexterity.
A simplistic design, refined over centuries of use. Made of reinforced steel and a grip that molds to your hand.
Close Quarters:
(4) Law-Enforcer
- +2 at short, no medium or long range. All fire modes. 20 ammo and 1 credit per clip.
The Law-Enforcer is a shotgun developed by the Communistic government of China. While the laws it enforces may be ethically dubious, it does its job well, and has found its place among X-Com's equipment.
(5) Dragon's Maw
- Guaranteed Success at short range. Only snap shot fire mode. 8 ammo and 2 credits per clip. Requires 3 strength.
Employed by the Chinese Army, the Dragon's Maw is a terrifying weapon. The fuel, Dragon's Blood, is a new development in flamethrowers pioneered by China. The fuel is highly concentrated and reactive, spreading out as it exits the weapon. A spark at the 'maw' triggers the combustion, creating a stream of fire. The fuel tends to last 30 minutes with no addition of external fuel (grass, corpses, peaceful homes), and initial combustion can burn at a temperature of over 2000 degrees Fahrenheit.
Heavy Weapons:
(4) Croissant Launcher
- +1 at short, no long range. Snap, aimed, and three shot burst fire modes. 5 ammo and 1 credit per clip. Comes in HE or sticky HE varieties. Requires 2 strength and 1 intelligence. Initial load is HE.
Jokingly named because of the flat bottom of the sticky grenades it launches, the Croissant Launcher is a grenade launcher originating out of France. The fact it can launch three grenades at a time has made it a favorite for tacticians the world over.
(5) Betty Machine Gun
- +1 at short, -1 at long range. Three round burst and full auto fire modes. 120 ammo and 2 credits per clip. Requires 4 strength
The Betty Machine gun came into use by a band of mercenaries under the name of Betty's Mercs, lead by Betty himself. An elite group of ex-military personal originating from the United States, these men and woman were laid off during the budget cuts. They operate under no flag and have seen conflict in the Middle East, Indonesia, Asia, and Africa. Their signature weapon is the Betty Machine Gun, a highly modified personal machine gun that spouts improved accuracy and lower recoil over traditional models. It was quickly adapted to X-Com use.
(6) Devastator
- Snap or aimed shots only. 1 ammo and 1 credit per clip. Requires 4 strength. Can be equipped with HE or IN, comes with a free HE round.
The Devastator is a weapon that originates with the Russians, and was used frequently in the Russo-Chinese war. This rocket launcher fires dumb-fired rocket at enemy positions with devastating firepower. What makes it unique is its ammo. The rockets start out of the barrel within a fraction of a second and can hit its target within a second. Rockets can be of the High Explosive or Incendiary variety.
Sniper Weapons:
(5) Australian Outback
-1 at short, +1 at long range. 4 ammo and 1 token per clip.
The Australian Outback is a simple, elegant, but deadly machine. Manufactured by hand in Australia, the long barrel of this weapon can put out shots that can pierce steel. However, don't expect it to perform well in close quarters.
Miscellaneous
(1) Grenade Pack
-Three Grenades of HE, smoke, sticky HE, or flash varieties. (Ex. 1 HE, 2 smoke). See Tactics for more info on using grenades.
The concept of grenades has changed little in the last century. We have located four varieties that may be of use to you, X-Com agents.
The HE, High Explosive, grenade is a spherical package of explosives. It's main damage comes, not from the explosion, but the shrapnel it launches from the container. Its cousin, the sticky grenade, has a flat, sticky bottom that is mostly used for weak demolition. The sticky primes when its covering is removed. Sticky grenades are heavily weighted on the bottom, making a throw onto a wall near impossible.
For tactical retreats or pushes, we have supplied the smoke grenade. When ignited, the grenade releases hot smoke, flares, dust, and a variety of other sensory disrupters that makes it impossible to see through. Without any strong winds, it generally provides cover for a minute.
The final variety of grenade we have selected is the flashbang. After extensive review of footage from the Dubai attacks, we have reason to believe some of the aliens are susceptible to sensory overload.
Priorities determine who shoots first when both opponents know of each others' existence. Having equal priority causes the shots to be fired at essentially the same time.
Switching to a pistol or knife costs one priority, and switching to a heavy weapon uses up a turn (when in combat)
Grenades throws have the lowest priority of all.
A pistol gets a +1 to priority
Flamethrowers and similar equipment get a -1 to priority
Snipers and Heavy equipment get a -2 to priority
Melee weapons have -3 to priority (if at short distance. At shortest distance melee weapons have highest priority)
Full Auto/Aimed Shot = -2 Priority
3 Round Burst = -1 Priority
Snap Shot = 0 Priority
Aimed shots provide a +1 to their accuracy rolls at all ranges. Full auto machine guns essentially fire three times, with three rolls for hits. Other full auto weapons 'fire' two times. Full Auto provides a -1 to accuracy at all ranges.
Multiple shot attacks, when successful, all hit, but each shot is rolled for where it hits.
Grenade throws are much more forgiving in this than X-Com. You can either roll the grenade or throw it. You get an automatic +1 to success at short range, and +0 at medium, and it is not possible to throw a grenade at long range. Your dexterity stat will also give you bonuses. Generally on a fail your grenade will not simply be dropped, but thrown where you don't want it to be.
Each body part is assigned a range of numbers. For a humanoid structure, the torso is 1-5, the left leg 6, the right leg 7, the right arm 8, the left arm 9, and the head 10. You can aim at a particular body part when using the 'aimed shot' fire mode, and get a -1 to the corresponding accuracy roll.
Our brains have hidden potential, X-Com agents. A large portion, over two thirds, lies dormant at most times in our lives. Only during extreme danger do our brains fully activate, and only for a brief few seconds.
One part of this potential is psionics. I know, it's crazy X-Com soldiers, but there truly are psychics. We've already proved it. With the right training, anyone can tap into their Donald's Sector and start reading the minds of their fellow citizens.
The aliens seem to know this already and are decades ahead of us in researching the potential for psionics. We've seen our very own troops' minds overpowered and taken over by an alien intelligence. Perhaps, if we could interrogate an alien versed well in this type of warfare, we could catch up.
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Psionics relies on two stats, intelligence (attack) and willpower (defense). Using dice bonuses from these stats, an opposing roll is made.
The more difficult the task, the less likely the task is to be accomplished. Also, after using a psionic ability, your intelligence drops temporarily. It recovers at 1 intelligence point per combat turn and fully recovers when out of combat for a while (a few minutes). The defender loses half of the intelligence points consumed by the attacker in willpower points, and will also recover willpower at 1 point per turn and fully recover when out of combat.
If you do not have a visual on the being you wish to use a psionic ability on, you will receive an additional -1 to rolls.
Some example actions. More complex actions will require a higher intelligence. Also, due note, when using a psionic ability, you receive no sensory input other than a dull pain.
Telepathic Message: Free. Can also be easily blocked out if the recipient wishes to do so. Requires 1 intelligence.
Mind Read: +0 to roll, consumes 2 intelligence points. Requires 3 intelligence. Can be a free action if the recipient allows you to freely read their mind.
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Capture of a live psionic alien is required to do actions of complexity higher than this point. This is only for reference if your mind is under attack, agents.
Psionic Sonar: Sending out a pulse of psionic energy, you can feel the presence of psionic beings in the immediate area. The stronger the feedback of the pulse, the more in touch the being is with his or her psionics. Consumes 4 intelligence points and requires 6 intelligence.
Psionic Stun: Overpowering and shutting down an opponent's brain, essentially stunning them for a few minutes. Has a -1 to rolls. Consumes 6 intelligence points and requires 8.
Mind Control: Overpowering a mind so completely that you gain control of their actions momentarily. You have access to the being's next combat turn. You are unable to control yourself during this time. Has a -2 to roll. Consumes 8 intelligence points and requires 12.
1 technology is researched per mission. New technologies can be unlocked by scavenging artifacts or researching new technologies. I'll need a general consensus before a mission starts on what technology will be researched.
Medipacks
Utilizing new advancements in nanotechnology, we here at X-Com believe we can make an improved medical kit for combat use. Old technologies use gauze and bandages, which stop bleeding and infection but ultimately leave it up to the body to seal the wound. We think, by using nanites, we could close wounds within minutes. This would allow a soldier get back to action from minor wounds, and in the case of major wounds, be stabilized long enough to receive medical attention.
Smart Glasses
The night attacks are quick, brutal, and lethal. The aliens seem to operate just as well in night and day. If we want to be on an even footing at night, we'll need a way to see.
An idea has been bouncing back between the scientists down here and we think it's presentable. Smart Glasses would have a small computer chip in them, which would actively process incoming data and distinguish what is an enemy and what is simply warm mud. The chip would also be able to pick up thermal signals through thin walls.
Stun Baton
Corpses can only get us so far soldiers. We need live aliens, ones that can live and breathe. Information is power, and we can get that through interrogation.
Recent combat reports indicate the aliens are resistant to moderate shocks. However, given time and funds, we think we could significantly improve the output of our tazers by molding them into a Baton like form.
Laser Theory
Our current lasers do not have the power to cut through anyone, let alone on a portable platform. It just isn't possible to store enough energy in a small space. At least, we thought, until you brought in the alien artifacts, agents.
The aliens seem to create their energy at the spot. They use advanced miniature antimatter-matter reactions to create the heat and energy required to fuel the plasma weapons they wield. While we are no where near at that scale, we think we can simulate it on a smaller scale in laser weapons, using fission reactions instead.
MSCR (Massacre)
X-Com's engineers dubbed their latest creation the 'Multiple Scenario Combat Rifle', or MSCR, after extensive tests in VR. The Weapon is completely theoretical-developed by the same people who created the X-10, though it never got any significant attention until X-Com.
The weapon certainly looks like a rifle in all regards, with blocky, angular bullpup design reminiscent of some French Firearms. It's claim to the fame is the unique barrel and ammunition delivery system-the bullets are a revolutionary silicon/titanium alloy-fully moldable, they feel almost like bean bag rounds, but are still quite lethal, if a bit ineffective against modern armor. The MSCR can adjust it's barrel with a flip of the switch-a narrow choke provides a shotgun like effect, a wide one decreases spread and increases range. The soldier has fully two weapons in one.
These innovations come at a cost-ammunition is expensive, clips are small, and such exact specification means that the weapon suffers greatly when firing outside of it's designated range-and actual killing and penetrating power is low enough for veteran soldiers to complain.
With additional research and time, we can put this weapon out of the prototype stage and into agents' hands.
Strange Blue Suit
During operation golden calf, agents recovered a strange blue suit on one of the gray aliens. We are unsure of what its purpose was, the aliens seem to be quite content wearing no outer covering at all in most circumstances. It could be armor, environmental suit, or even a psionic amplifier. We just don't know. We need time and funds to figure out what this suit does.
Gray Alien Autopsy Theory
The Gray Aliens that have frequently shown themselves in our encounters have been slippery. Either they escape or their corpses are too mangled to be of any use. However, during operation Golden Calf, a corpse in near perfect condition was recovered.
We don't know anything about the aliens. We don't know how they breed, how they breathe, what they eat. Nothing. It is critical we get an autopsy going as soon as possible.
Cybernetics Completed
We've done it, soldiers. Combining the world's knowledge of cybernetics with the best researchers in the field, we've created synthetic limbs. These new limbs are by no means better. They're weaker, clumsier, and fragile. But they're something, and we already have some ideas on how to improve them. When a soldier is wounded in the field, we will provide these sub-par cybernetic limbs free of charge.
Cybernetic Limb: -1 to Strength, Dexterity, and Endurance rolls on activities that use that limb. Does not affect stats themselves.